08-08-2019 06:36 AM
11-11-2019 09:18 AM
hcenteno said:
And there's also the libraries included here: https://developer.oculus.com/downloads/package/oculus-spatializer-native/
Which might also work (?)
11-11-2019 09:24 AM
hcenteno said:
And there's also the libraries included here: https://developer.oculus.com/downloads/package/oculus-spatializer-native/
Which might also work (?)
11-11-2019 12:19 PM
motorsep said:
hcenteno said:
And there's also the libraries included here: https://developer.oculus.com/downloads/package/oculus-spatializer-native/
Which might also work (?)
Have you tried compiling UE 4.23 project from Oculus github with those? (per project, or with the engine itself)
11-17-2019 04:07 PM
//HACK: disabling Android platform here, because OculusAudio platform does not support android in 4.22.
I wonder what was the problem with 4.22 (I got it working using 4.23).
11-17-2019 04:24 PM
hcenteno said:
I wonder what was the problem with 4.22 (I got it working using 4.23).
11-17-2019 09:44 PM
"Modules": [
{
"Name": "OculusAudio",
"Type": "Runtime",
"LoadingPhase": "PostConfigInit",
"WhitelistPlatforms": [
"Win64",
"Android"
]
},
In UnrealEngine\Engine\Plugins\Runtime\Oculus\OculusAudio\Source\OculusAudio\Private\OculusAudio.h add Android to the if statement (line 30)://HACK: disabling Android platform here, because OculusAudio platform does not support android in 4.22.
if (Platform == EAudioPlatform::Windows || Platform == EAudioPlatform::Android)
{
And in the same file, also add Android to the if statement (line 62):virtual bool SupportsPlatform(EAudioPlatform Platform) override
{
if (Platform == EAudioPlatform::Windows || Platform == EAudioPlatform::Android)
{
At line 166 of UnrealEngine\Engine\Plugins\Runtime\Oculus\OculusAudio\Source\OculusAudio\Private\OculusAudioDllManager.cpp add this:#if PLATFORM_ANDROID
ovrResult ovrAudio_GetPluginContext(ovrAudioContext* context, unsigned clientType)
{
return 0;
}
#endif
In the same fie, right below the previous, in the GetPluginContext() surround the FMod section with a platform conditional preprocessor (it seems that more needs to be done to get FMod working):#if PLATFORM_WINDOWS
// FMOD plugin needs to know about the unit scale
auto SetFMODUnitScale = OVRA_CALL(OSP_FMOD_SetUnitScale);
if (SetFMODUnitScale != nullptr)
{
Result = SetFMODUnitScale(0.01f);
check(Result == ovrSuccess);
}
#endif
11-24-2019 02:29 PM
11-24-2019 03:56 PM
hcenteno said:
Four days ago there was a commit done to the Oculus UE4 GitHub repo (4.23) that upgraded the VR and Audio SDKs, including Android support for Oculus Audio. This means the previously posted changes are not needed anymore! Official support is finally here. Thanks!
11-25-2019 11:53 AM
Yes, that seems to be the case. I haven't tested reflections and reverb but spatialization works and from what I see the other should too. They did add 64bit binaries too so 64bit builds seem possible now
motorsep said:
hcenteno said:
Four days ago there was a commit done to the Oculus UE4 GitHub repo (4.23) that upgraded the VR and Audio SDKs, including Android support for Oculus Audio. This means the previously posted changes are not needed anymore! Official support is finally here. Thanks!
Are you saying now we can build 64bit Android for Quest and have native spatialization/reverb/reflections/etc. simply using UE4 without any additional 3rd party plugins (besides Oculus Audio) ?